﻿using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MsgGetAchieve : MsgBase
{
    public MsgGetAchieve()
    {
        protoName = "MsgGetAchieve";
    }

    public int win = 0;
    public int lost = 0;
}

[Serializable]
public class RoomInfo
{
    public int id = 0;
    public int count = 0;
    public int status = 0;//0准备，1战斗
}

public class MsgGetRoomList:MsgBase 
{
    public MsgGetRoomList() {protoName = "MsgGetRoomList";}
    
    public RoomInfo[] rooms;
}

public class MsgCreateRoom:MsgBase {
    public MsgCreateRoom() {protoName = "MsgCreateRoom";}
    
    public int result = 0;
}


public class MsgEnterRoom:MsgBase {
    public MsgEnterRoom() {protoName = "MsgEnterRoom";}
    
    public int id = 0;

    public int result = 0;
}

[System.Serializable]
public class PlayerInfo{
    public string id = "lpy";	//账号
    public int camp = 0;		//阵营
    public int win = 0;			//胜利数
    public int lost = 0;		//失败数
    public int isOwner = 0;		//是否是房主
}

public class MsgGetRoomInfo:MsgBase 
{
    public MsgGetRoomInfo() {protoName = "MsgGetRoomInfo";}

    public PlayerInfo[] players;
}


public class MsgLeaveRoom:MsgBase 
{
    public MsgLeaveRoom() {protoName = "MsgLeaveRoom";}

    public int result = 0;
}


public class MsgStartBattle:MsgBase 
{
    public MsgStartBattle() {protoName = "MsgStartBattle";}
    
    public int result = 0;
}
